Game device

ABSTRACT

A game device is disclosed which includes a game controller configured to control the execution of a game, a determination unit configured to determine whether or not the same player has continuously played the game executed by the game controller, and a game auxiliary process unit configured to execute a first game auxiliary process that will provide effects or information to the player when a predetermined process execution condition is satisfied before a predetermined time, and execute a second game auxiliary process that is different from the first game auxiliary process when the predetermined process execution condition is satisfied after the predetermined time.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to Japanese Patent Application No.2005-219942. The entire disclosure of Japanese Patent Application No.2005-219942 is hereby incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates a game device that will provide effects orinformation in a game, and more particularly to a game device that willprovide effects or information when a predetermined process executioncondition is satisfied during the game.

2. Background Information

Game devices generally provide effects in accordance with the executionof a game that build up the excitement in the game, as well as provideinformation and the like to players, such as an explanation of the rulesof the game and advertisements. These effects and the provision ofinformation are repeatedly performed each time the same processexecution condition is satisfied by a player that repeatedly plays thegame. However, repeatedly providing the same effects and the sameinformation will eventually annoy a player. As a result, gameperformance will deteriorate for regular players who play a game in thegame device for a long period of time or multiple times, due to the sameeffects and the same information being repeatedly provided.

A conventional game device is known in which a player can cancel theeffects by performing a predetermined effect cancellation operation, asdisclosed in Japan Patent Application Publications 2001-327650 and2003-33474, for example. More specifically, in the game device describedin Japan Patent Application Publication 2001-327650, the display of theeffects will be abruptly terminated if a player operates the start levertwo times (an effect cancellation operation) when effects are beingdisplayed on a liquid crystal display. According to this game device, ifthe effect cancellation operation can be performed even before thedisplay of the effects is completed, then will be possible to inhibitthe deterioration in the game performance described above, even forregular players.

However, regular players are not generally interested in functions thatare not related to game execution, and thus many regular players do notuse these functions. Accordingly, even if a game device is equipped withan effect cancellation function like that described above, many regularplayers will not perform the effect cancellation operation (by operatingthe start lever twice in the game device in Japan Patent ApplicationPublication 2001-327650). Thus, even if some regular players find theeffects or the provision of information to be annoying, only a few willactually execute the effect cancellation operation in order to cancelthe effects. Therefore, a conventional game device having an effectcancellation device is not very effective in inhibiting thedeterioration in game performance for regular players.

In view of the above, it will be apparent to those skilled in the artfrom this disclosure that there exists a need for an improved gamedevice that can inhibit deterioration in game performance due to thesame effects and information being repeatedly displayed. This inventionaddresses this need in the art as well as other needs, which will becomeapparent to those skilled in the art from this disclosure.

SUMMARY OF THE INVENTION

In order to achieve the above-mentioned objects, according to a firstaspect of the present invention, a game device comprises a gamecontroller configured to control the execution of a game; adetermination unit configured to determine whether or not the sameplayer has continuously played the game executed by the game controller;and a game auxiliary process unit configured to execute, during a gameexecuted by the same player, a first game auxiliary process that willprovide effects or information to the player when a predeterminedprocess execution condition is satisfied prior to a predetermined time,and configured to execute a second game auxiliary process that isdifferent from the first game auxiliary process when the predeterminedprocess execution condition is satisfied after the predetermined time.

Because game performance will deteriorate due to the same effects orinformation being repeatedly provided, it is preferable that the contentof the effects or information provided a second time or thereafter inaccordance with the same process execution condition be automaticallychanged (e.g., cancelled, simplified, or the like), without the playerhaving to perform an operation. In order to achieve this, it will benecessary for the game device to know when the same player is playing agame on the game device. This is because when the content of the effectsor information provided are changed without a player performing anoperation, and the game device does not know whether the same player isplaying a game on the game device, the original effects or informationcorresponding to the process execution condition will not be performed,although the process execution condition is satisfied for the firsttime.

Accordingly, the determination unit of the present game device willdetermine whether or not a game is being executed by the same player. Atime period during which the same player is executing the game (one playperiod) is defined, for example, as the time period from when it isdetermined that the player has changed to when it is determined thatthat player has changed. The game auxiliary process unit will execute afirst game auxiliary process during the execution of a game by the sameplayer in order to provide effects or information to the player, whenthe predetermined process execution condition is satisfied prior to apredetermined time. In contrast, the game auxiliary process unit willexecute a second game auxiliary process, when the predetermined processexecution condition is satisfied after the predetermined time. Thesecond game auxiliary process changes the content of the first gameauxiliary process, and is different from the first game auxiliaryprocess. For example, the content of the second game auxiliary processis simpler than the content of the first game auxiliary process. As aresult, the content of the effects or information provided when the sameprocess execution condition is satisfied while the same player isplaying a game will be different before and after the predeterminedtime.

Thus, it will be possible for the present game device to know when thesame player is playing a game from the determination results produced bythe determination unit. As a result, if the same player satisfies thepredetermined process execution condition for the first time during theone play period, the original effects or information that correspond tothe process execution condition will be provided to the player based onthe first game auxiliary process. Furthermore, when the same playersatisfies the same process execution condition two or more times duringthis time period, the effects or information to be provided can be madedifferent from those of the initial first game auxiliary process basedupon the second game auxiliary process. Thus, it will be possible toreduce the situation in which the same effects or informationcorresponding to the same process execution condition are repeatedlyprovided to the same player, without receiving an operation from theplayer. The change from the first game auxiliary process to the secondgame auxiliary process is not limited to the time when the effects andthe information are provided for the second time and thereafter, but canbe set to a different time as necessary.

Note that the methods for determining whether or not the same player isplaying a game is not limited to methods which can reliably determinewhen the player has changed, but also include methods in which it isassumed from some type of information that the player has changed, andbased upon that assumption, a determination that the player has changedwill be made. In other words, it is not required that the determinationby the determination unit be 100% accurate.

According to a second aspect of the present invention, in the gamedevice according to first aspect, the period of time in which theeffects or information are provided in the second game auxiliary processis shorter than the period of time in which the effects or informationare provided in the first game auxiliary process.

In this game device, the time period during which the second gameauxiliary process is executed is shorter than that of the first gameauxiliary process. For example, if the same process execution conditionis satisfied two or more times during one play period, the time periodfor providing the effects or information the second time or thereafterwill become shorter than that when the first effects or information wasprovided. As a result, it will be possible to effectively reduce theannoyance felt by regular players.

According to a third aspect of the present invention, in the firstaspect, the game device further comprises a display unit configured todisplay images related to the effects or images related to theinformation provided in the first or second game auxiliary process inresponse to the game auxiliary process unit executing the first orsecond game auxiliary process. The display area on the display unit fordisplaying the images related to the second game auxiliary process issmaller than that of the first game auxiliary process.

In this game device, the display area in the second game auxiliaryprocess is smaller than that of the first game auxiliary process. Forexample, if the same process execution condition is satisfied two ormore times during one play period, the display area for the imagesrelated to the effects or information provided for the second time orthereafter will become smaller than that for the images related to thefirst effects or information provided. As a result, it will be possibleto effectively reduce the annoyance felt by regular players.

According to a fourth aspect of the present invention, in the firstaspect, the game device further comprises a sound output unit that willoutput sound related to the effects in the first or second gameauxiliary process in response to the game auxiliary process unitexecuting the first or second game auxiliary process. The volume of thesound related to the second game auxiliary process output by the soundoutput unit is smaller than that of the first game auxiliary process.

In this game device, the volume in the second game auxiliary process issmaller than that in the first game auxiliary process. For example, ifthe same process execution condition is satisfied two or more timesduring one play period, the sound level of the effects or informationprovided for the second time or thereafter will be smaller than that ofthe first effects or information provided. As a result, it will bepossible to effectively reduce the annoyance felt by regular players.

According to a fifth aspect of the present invention, in the firstaspect, the predetermined time is the time at which a predeterminedperiod of time has elapsed since the start of game execution by the sameplayer.

In this game device, the predetermined time that will indicate the pointat which the first game auxiliary process is to be changed to the secondgame auxiliary process is defined to be the point at which apredetermined period of time has elapsed since the beginning of gameexecution. If the predetermined period of time has elapsed since thestart of game execution by the same player, the content of the gameauxiliary process will be changed. In other words, if the processexecution condition is satisfied between the start of game execution tothe predetermined time, the first game auxiliary process will beperformed. In contrast, if the process execution condition is satisfiedafter the predetermined time has elapsed since the start of gameexecution, the second game auxiliary process will be performed.

According to a sixth aspect of the present invention, in the firstaspect, the game comprises one or more unit games, and the predeterminedtime is the point at which the number of unit games reaches apredetermined number during the execution of the game by the sameplayer.

In this game device, the predetermined time that indicates the point atwhich the first game auxiliary process will be changed to the secondgame auxiliary process is defined to be the point at which the totalnumber of unit games reaches a predetermined number. In other words, upuntil the total number of unit games executed by the same player reachesa predetermined number during one play period, the first game auxiliaryprocess will be executed when the process execution condition issatisfied. In contrast, after the total number of unit games has reachedthe predetermined number, the second game auxiliary process will beexecuted when the process execution condition is satisfied.

According to a seventh aspect of the present invention, in the firstaspect, the predetermined time is the point at which the number of timesthat the same process execution condition has been satisfied reaches apredetermined number while the game is being executed by the sameplayer.

In this game device, the predetermined time that indicates when thefirst game auxiliary process is to be changed to the second gameauxiliary process is defined to be the point at which the number oftimes that the same process execution condition has been satisfiedreaches a predetermined number. For example, the point at which thischange occurs can be defined by the number of times in which a bonusprize has been won. Up until the number of times in which the sameprocess execution condition has been satisfied reaches the predeterminednumber during game execution (one play period) by the same player, thefirst game auxiliary process will be executed when the process executioncondition is satisfied. In contrast, after the number of times in whichthe same process execution condition has been satisfied exceeds thepredetermined number, the second game auxiliary process will be executedwhen the process execution condition is satisfied.

According to an eighth aspect of the present invention, in the firstaspect, the game device further comprises an information receiving unitconfigured to receive player identification information; and a memoryunit configured to associate player identification information receivedby the information receiving unit with the total play time of the playerrelated to the player identification information, and cumulatively storethe same.

In this game device, the total play time by each player is associatedwith the respective player identification information, and cumulativelystored. The predetermined time which indicates the point at which thefirst game auxiliary process is changed to the second game auxiliaryprocess is defined to be the point at which the total play time exceedsthe predetermined time. In other words, up until the total play time bythe same player exceeds the predetermined time, the first game auxiliaryprocess will be executed when the process execution condition issatisfied. In contrast, after the total play time by the same playerexceeds the predetermined time, the second game auxiliary process willbe executed when the process execution condition is satisfied. Inparticular, according to this game device, in the event that a playertemporarily stops playing and then starts playing again, when the samecondition as the process execution condition satisfied in the previousplay period was satisfied again in the following play period, thecontent of the effects or information provided related to that conditioncan be changed if the total play time exceeds the predetermined timeperiod, even if that condition is satisfied for the first time duringthe new play period. As a result, it is possible to prevent the sameeffects or information relating to the same process execution conditionthat were provided in the previous play period from being provided againin the next play period to players who continually play the game.

According to a ninth aspect of the present invention, in the firstaspect, the game comprises one or more unit games, and the game devicefurther comprises an information receiving unit configured to receiveplayer identification information, and a memory unit configured toassociate player identification information received by the informationreceiving unit with the total number of unit games played by a playerrelated to the player identification information, and cumulatively storethe same. The predetermined time is the point at which the total numberof unit games reaches a predetermined number.

In this game device, the total number of unit games played by eachplayer is associated with the respective player identificationinformation, and cumulatively stored. The predetermined time thatindicates the point at which the first game auxiliary process willchange to the second game auxiliary process is defined to be the pointat which the total number of unit games reaches a predetermined number.In other words, up until the total number of unit games executed by thesame player reaches the predetermined number, the first game auxiliaryprocess will be executed when that process execution condition issatisfied. In contrast, after the total number of unit games executed bythe same player reaches the predetermined number, the second gameauxiliary process will be executed when the process execution conditionis satisfied. In particular, according to this game device, in the eventthat a player temporarily stops playing and then starts playing again,when the same process execution condition satisfied in the previous playperiod is satisfied again in the next play period, the content of theeffects or information provided when that condition is satisfied can bechanged if the total number of unit games reaches a predeterminednumber, even if that condition is satisfied for the first time duringthe new play period. As a result, it is possible to prevent the sameeffects or information relating to the same process execution conditionthat were provided in the previous play period from being provided againin the next play period to players who continually play the game.

According to a tenth aspect of the present invention, in the firstaspect, the game device further comprises an information receiving unitconfigured to receive player identification information; and a memoryunit configured to associate player identification information receivedby the information receiving unit with the total number of times thatthe same process execution condition was satisfied in a game played by aplayer relating to the player identification information, andcumulatively store the same.

In the game device, the total number of times in which the same processexecution condition was satisfied in a game played by each player isassociation with the respective player identification information, andcumulatively stored. The predetermined time that indicates the point atwhich the first game auxiliary process will be changed to the secondgame auxiliary process is defined to be the point at which the totalnumber of times reaches a predetermined number. In other words, prior tothe point at which the total number of times in which the same processexecution condition is satisfied by the same player reaches apredetermined number, the first game auxiliary process will be executedif the process execution condition is satisfied. In contrast, after thetotal number of times in which the same process execution condition hasbeen satisfied by the same player reaches the predetermined number, thesecond game auxiliary process will be executed when that processexecution condition is satisfied. In particular, according to this gamedevice, in the event that a player temporarily stops playing and thenstarts playing again, when the same product execution conditionsatisfied in the previous play period is satisfied again in the nextplay period, the content of the effects or information provided whenthat condition is satisfied can be changed if the total number of timesreaches the predetermined number, even if that condition is satisfiedfor the first time during the new play period. As a result, it ispossible to prevent the same effects or information relating to the sameprocess execution condition that were provided in the previous playperiod from being provided again in the next play period to players whocontinually play the game.

According to an eleventh aspect of the present invention, in the firstaspect, the determination unit will determine whether or not a game hasbegun to be executed by the same player based upon a change of players.The determination unit can know the point at which a player has begun toplay a game by means of a change in players.

According to a twelfth aspect of the present invention, in the firstaspect, the game device further comprises an operation unit, and acredit memory unit configured to store a credit amount in response to acredit input operation via the operation unit. The game controller willbegin the execution of a game when the amount of credit stored in thecredit memory unit is reduced. The determination unit will determinethat the player has changed based upon the receipt of a credit inputoperation when there is no credit stored in the credit storage unit, orbased upon the consumption of all credits stored in the credit memoryunit.

When a player is to play a game with the game device, he or she willfirst perform a credit input operation via the operation unit in orderto store credits into the credit memory, and then start playing thegame. The player will stop playing when the credits in the credit memoryunit are completely consumed, which can include situations in which, forexample, the credits stored in the credit memory are consumed in thegame, or the credits temporarily stored in credit memory unit weredeleted because the player has quit playing the game. If the creditinput operation is carried out in a state in which the credit memoryunit does not have credits stored therein, it can be assumed thatanother player has started playing. In other words, it will be assumedthat another player has started playing based on a change in the creditamount from “0” to greater than “0” by means of a credit inputoperation, and the likelihood that this assumption is true is very high.In addition, if the credits stored in the credit memory unit arecompletely consumed, it can be assumed that the player has stoppedplaying, and the likelihood that this assumption is true is very high.

In the present game device, the determination unit will determine thatthe player has changed based upon these assumptions, and thus thisdetermination will be more accurate. Thus, it is possible toappropriately reduce the situations in which the same effects orinformation corresponding to the same process execution condition arerepeatedly provided to the same player.

According to a thirteenth aspect of the present invention, in the firstaspect, the game device further comprises an information receiving unitconfigured to receive player identification information. Thedetermination unit will determine that the player has changed when itreceives player identification information that is different from theprevious player identification information received. In this gamedevice, the determination unit will determine that the player haschanged if player identification information different from the previousplayer identification information is received, and thus thisdetermination will be more accurate. Thus, it is possible toappropriately reduce the situations in which the same effects orinformation corresponding to the same process execution condition arerepeatedly provided to the same player.

According to a fourteenth aspect of the present invention, in the firstaspect, the game device further comprises an operation unit, and anexecution prohibition unit configured to prohibit the game auxiliaryprocess unit from executing the second game auxiliary process inresponse to a prohibition operation via the operation unit.

In this game device, if a player executes the prohibition operation viathe operation unit, the change from the first game auxiliary process tothe second game auxiliary process will be prohibited. Thus, byperforming the prohibition operation, a player can receive the effectsand information provided by the first game auxiliary process when theplayer wants to receive the same, even in situations in which theprocess execution condition satisfied prior to the predetermined time issatisfied again after the predetermined time.

According to a fifteenth aspect of the present invention, in the firstaspect, the game device further comprises an operation unit. Inaddition, in the event that a change return operation is received viathe operation unit after the second game auxiliary process has beenexecuted, the game auxiliary process unit will execute the first gameauxiliary process thereafter if the process execution condition issatisfied.

In this game device, if a player performs a change return operation viathe operation unit after the effects or information of the second gameauxiliary process are provided, the effects or information of the firstgame auxiliary process will be provided thereafter when the same processexecution condition is satisfied. Thus, by performing a change returnoperation, a player who wants to receive the effects or information ofthe first game auxiliary process can receive the same.

According to a sixteenth aspect of the present invention, a gamingmethod comprises the steps of controlling the execution of a game;determining whether or not the same player has continuously played thegame being executed; performing a first game auxiliary process that willprovide effects or information to a player if a predetermined processexecution condition is satisfied before a predetermined time, andperforming a second game auxiliary process that is different from thefirst game auxiliary process when the process execution condition issatisfied after the predetermined time.

According to a seventeenth aspect of the present invention, a gameprogram comprises computer-readable code stored on a storage medium thatwill cause a computer to function as a game controller configured tocontrol the execution of a game; a determination unit configured todetermine whether or not the same player has continuously played thegame executed by the game controller; and a game auxiliary process unitconfigured to perform a first game auxiliary process that will provideeffects or information to the player when a predetermined processexecution condition is satisfied before a predetermined time, andconfigured to perform a second game auxiliary process that is differentfrom the first game auxiliary process when the predetermined processexecution condition is satisfied after the predetermined time.

According to an eighteenth aspect of the present invention, a computerreadable recording medium comprises a game program recorded thereon thatwill cause a computer to execute the steps of controlling the executionof a game; determining whether or not the same player has continuouslyplayed the game being executed; performing a first game auxiliaryprocess that will provide effects or information to a player if apredetermined process execution condition is satisfied before apredetermined time, and performing a second game auxiliary process thatis different from the first game auxiliary process when the processexecution condition is satisfied after the predetermined time.

As described above, according to any of the first through fourteenthaspects of the present invention, it is possible to appropriately reducethe situations in which the same effects or information provided whenthe same process execution condition is satisfied are repeatedlyprovided to the same player, without receiving a player operation. As aresult, it is possible to effectively reduce the deterioration in gameperformance due to the same effects or information being providedrepeatedly.

In particular, according to any of the second through fourth aspects ofthe present invention, it is possible to effectively prevent regularplayers from feeling annoyed when playing a game.

According to the fifth aspect of the present invention, if apredetermined time period has elapsed since the start time of one playperiod, the content of the effects or information provided to the playerwill be changed to one that is different than the content provided priorto the expiration of the predetermined time period, without a playeroperation, and thus it will be possible to more effectively reduce thedeterioration in game performance.

According to the sixth aspect of the present invention, if the number ofunit games played by a player reaches a predetermined number during oneplay period, the content of the effects or information provided prior towhen the predetermined number of times was reached will change, withouta player operation, and thus the deterioration in game performance canbe inhibited.

According to the seventh aspect of the present invention, if the numberof times in which the same process execution condition is satisfiedduring one play period has reached a predetermined number, the contentof the effects or information provided when the condition is satisfiedwill be changed, without a player operation, and thus the deteriorationin game performance can be inhibited.

According to any of the eighth through tenth aspects of the presentinvention, it is possible to prevent the same effects or informationfrom being repeatedly provided to a player who is continuously playing agame, and thus the deterioration in game performance can be inhibited.

According to the twelfth and thirteenth aspect of the present invention,it is possible to more reliably inhibit the deterioration in gameperformance due to the same effects or information being repeatedlyprovided.

According to the fourteenth aspect of the present invention, even if thesame condition as the process execution condition satisfied before thepredetermined time is satisfied after the predetermined time, the gamedevice will be able to fulfill a request from a player to have the sameeffects or information provided as that provided before thepredetermined time.

According to the fifteenth aspect of the present invention, the gamedevice can satisfy the desire of a player to have the changed effects orinformation revert back to the previous effects or information.

These and other objects, features, aspects and advantages of the presentinvention will become apparent to those skilled in the art from thefollowing detailed description, which, taken in conjunction with theannexed drawings, discloses a preferred embodiment of the presentinvention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flowchart showing the progression of a game in a slotmachine according to one embodiment of the present invention.

FIG. 2 is an external perspective view of a slot machine.

FIG. 3 is a block diagram of the hardware configuration of a maincontroller in the slot machine.

FIG. 4 is a block diagram of the hardware configuration of asub-controller in the slot machine.

FIG. 5 shows one example of the symbols that are displayed on a monitorin an ordinary game when the display is stopped.

FIG. 6 shows one example of a rule explanation screen displayed on amonitor in the ordinary rule explanation process.

FIG. 7 shows one example of a rule explanation screen displayed on amonitor in a simplified rule explanation process.

FIGS. 8A and 8B show one example of an effect screen (moving images)displayed on a monitor before a bonus game.

FIG. 9 shows one example of the symbols that are displayed on themonitor in the bonus game when the display is stopped.

FIGS. 10A and 10B show one example of a rule explanation effect screen(moving images) displayed on the monitor when a dividend doubling prizeis won.

FIG. 11 shows one example of the simplified rule explanation effectscreen when the dividend doubling prize is won.

FIG. 12 is a flowchart showing the progression of a game in a slotmachine according to one embodiment of the present invention.

FIG. 13 is a flowchart showing the progression of a game in a slotmachine according to one embodiment of the present invention.

FIG. 14 is a flowchart showing the progression of a game in a slotmachine according to one embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Selected embodiments of the present invention will now be explained withreference to the drawings. It will be apparent to those skilled in theart from this disclosure that the following descriptions of theembodiments of the present invention are provided for illustration onlyand not for the purpose of limiting the invention as defined by theappended claims and their equivalents.

An embodiment of the present invention that is applied to a video slotmachine (a game device) installed in a casino will be described below.Note that in the present application, the word “game” may refer to theentire time period from when a player first begins using the video slotmachine until he or she stops using the same. In addition, the word“game” or the term “unit game” may also refer to the act of a playerperforming a start operation on the video slot machine, which therebycauses the symbols displayed on the video slot machine to move for apredetermined period of time, and then stop movement and display one ormore symbol sequences which represent the result of that game. Thus,when the word “game” is used to refer to the entire time period fromwhen a player first begins using the video slot machine until he or shestops using the same, the player will play one or more “games” or “unitgames” during this time period. In addition, in the present application,the terms “ordinary game” and “special game” refer to situations inwhich the dividend payout, content, or the like of each “game” or “unitgame” therein is/are mutually different. Furthermore, a “game” or “unitgame” executed during a “special game” will be referred to as a “bonusgame”, and a “game” or “unit game” executed during an “ordinary game”will be referred to as an “ordinary game”.

First, the basic structure of the slot machine according to the presentembodiment will be described.

FIG. 2 is an external perspective view of a slot machine according tothe present embodiment. A slot machine 1 comprises a box-shaped housing2, and a front panel 3 that can freely open and close and is attached tothe front side of the housing 2. The front panel 3 comprises a displaywindow 4 in which a monitor 11 is arranged to be visible from theexterior; a coin insertion slot 5 a and a bill insertion slot 5 bconstituting currency receiving units; a spin button 6 a; a credit clearbutton 6 b; a simplification prohibition button 6 c; a simplificationreturn button 6 d; various BET buttons 7 a, 7 b, 7 c, 8 a, 8 b and 8 c;a coin receiver 9 having a coin delivery port 9 a; and various lamps 10a and 10 b. The spin button 6 a, the credit clear button 6 b, and thevarious BET buttons 7 a, 7 b, 7 c, 8 a, 8 b and 8 c are lamp buttonsequipped with light emitters. It should be noted that although thevarious operation buttons such as the spin button 6 a are mechanicalbuttons in the present embodiment, a touch panel may be provided on themonitor 11 in order to display button images on the monitor 11corresponding to various operation buttons such as the spin button 6 a.

The monitor 11 (display unit) is provided inside the slot machine 1. Themonitor 11 displays at least two different kinds of symbols arranged ina predetermined order in each of the five symbol display areas 11 a. Themonitor 11 is comprised of a liquid crystal display, but may becomprised of another type of display, such as a CRT monitor, a plasmadisplay and the like. Displayed in a location on the monitor 11, abovethe five symbol display areas 11 a, are a credit display 11 b fordisplaying the amount of credit corresponding to the amount of moneyinserted by a player by way of the coin insertion slot 5 a or the billinsertion slot 5 b; a BET display 11 c for displaying the amount ofcredit that a player placed in a bet by operation of the BET buttons 7a, 7 b, 7 c, 8 a, 8 b, and 8 c; and an acquired credit display 11 d fordisplaying the amount of credit won by the player as a result of thegame. Built into the slot machine 1 are an inspection device forconfirming whether or not the accepted coins or bills are genuine, acoin refund device (not shown in the figure) having a hopper capable ofreceiving a large number of coins, a speaker serving as a sound outputunit, and a main controller and a sub-controller that have electroniccircuits formed by electronic components such as a CPU, ROM, and thelike.

A reset switch 12 is arranged on a side surface of the slot machine 1.The reset switch 12 has a keyhole that corresponds to a special key thatis possessed by a casino attendant located where the slot machine 1 isinstalled. The reset switch 12 is operated by inserting the special keyinto the keyhole. Thus, a player cannot operate the reset switch 12.

A card insertion slot 13 and a display device 14 are arranged in anupper portion of the slot machine 1. The card insertion slot 13 enablesthe insertion of a house card that serves as a portable recording mediumto be used in a casino. The house card is used for managing personalinformation about a player who is registered at a casino, and stores aplayer ID as player identification information (identificationinformation that is different for each player). A casino managementdevice associates the player IDs with each player, and manages personalinformation about each player. The house card is used by the managementdevice to, for example, manage the points corresponding to the amount ofcredit and the like that was spent by a player in a game. In this way,services such as complimentary hotel rooms and the like can be providedto a player in response to the number of points he or she has. Inaddition, the number of points a player has will be displayed on thedisplay device 14. In the present embodiment, a player can also depositcash in advance in the casino and use the house card to use thepreviously deposited cash to play games on the slot machine 1. This willbe described in greater detail later.

FIG. 3 is a block diagram schematically showing the configuration of amain controller that is comprised of control units of the slot machine1.

FIG. 4 is a block diagram schematically showing the configuration of asub-controller that is comprised of control units of the slot machine 1.

A main controller 20 comprises a CPU 21, an I/O port 21 a, ROM 22, RAM23, a random number generator 24, a display controller 25, anillumination controller 26, a sound controller 27, a refund controller28, and the like. The I/O port 21 a is used for data communication witha sub-controller 30. The ROM 22 stores data to be utilized by the CPU21, such as various programs and databases, and will output the data tothe CPU 21. The RAM 23 temporarily stores variable-number data computedby the CPU 21. The random number generator 24 generates a random numberperiodically and will output the data to the CPU 21. The displaycontroller 25 and the monitor 11 comprise the display unit. Under thecontrol of the CPU 21, the display control unit 25 controls the displayoperation of the monitor 11, which displays the symbol display areas 11a and the like. The illumination controller 26 controls the illuminationof the lamps 10 a and 10 b, under the control of the CPU 21. The soundcontroller 27 controls voice announcements and sound effects and thelike that are output from a speaker 15, and is under the control of theCPU 21. The refund controller 28 controls a coin refund device 16 thatserves as a payout provider for refunding coins from the coin deliveryport 9 a to the coin receiver 9, and is under the control of the CPU 21.

The CPU 21 of the main controller 20 is connected to an operation unitthat comprises the spin button 6 a for executing the start operation,the credit clear button 6 b, the simplification prohibition button 6 c,the simplification return button 6 d, and various BET buttons 7 a, 7 b,7 c, 8 a, 8 b, and 8 c for executing BET operation by which a playerindicates the amount of credits to be placed in a bet in order to obtainpermission to play the game. The CPU 21 is also connected to a currencycounting device (not shown in the figure) that will count the moneyinput into the coin insertion slot 5 a and the bill insertion slot 5 b.

The sub-controller 30 comprises a CPU 31, ROM 32, RAM 33, a card reader34, a display controller 35, a main controller I/O port 36, a managementsystem I/O port 37, and the like. The ROM 32 stores data to be utilizedby the CPU 31, such as various programs and databases, and will outputthe data to the CPU 31. The RAM 33 temporarily stores variable-numberdata computed by the CPU 31. The card reader 34 reads a player ID thatis recorded in a house card inserted by way of the card insertion slot13, and will output the player ID to the CPU 31. The display controller35 controls the display operation of the display device 14, under thecontrol of the CPU 31. The main controller I/O port 36 is used toperform data communication with the main controller 20. In addition, themanagement system I/O port 37 is used to perform data communication witha management system 40 that collectively manages a plurality of gamedevices installed in a casino. In the present embodiment, the managementsystem 40 stores credit data corresponding to the amount of cash that aplayer has previously deposited in the casino in association with theplayer ID of the player.

Next, the operation of individual units in accordance with the flow of agame executed by the slot machine 1 will be described below.

FIG. 1 is a flowchart showing the progression of a game in a slotmachine according to one embodiment of the present invention.

When a player performs a credit input operation such as inserting coinsor bills into the coin insertion slot 5 a or the bill insertion slot 5b, the currency counting device (not shown in the figure) counts theinserted coins or bills. The currency counting device will output theinserted currency data to the CPU 21 of the main controller 20. The CPU21, after receiving the inserted currency data, stores credit dataindicating the amount of credits corresponding to the inserted currencydata into the RAM 23, which acts as the credit memory unit. In addition,if credits that were previously deposited in the casino are withdrawn inorder to be used in a credit paying process, the credit data thereofwill be stored in the RAM 23.

The credit withdrawal process will now be described more in detail.First, when a player deposits cash at the reception disk in a casino,credit data corresponding to the amount of cash deposited is associatedwith the player ID of the player, and registered in the database in themanagement system 40. Then, when the player wishes to use the registeredcredits to play a game in the slot machine 1, first, a credit inputoperation is performed in which the player inserts a house card in whichhis or her player ID has been recorded therein into the card insertionslot 13. The card reader 34 of the sub-controller 30 reads the player IDrecorded in the inserted house card, and transmits the player ID to theCPU 31 of the sub-controller 30. If the CPU 31 receives the player IDfrom the card reader 34, the CPU 31 will determine whether or not theplayer ID is valid. Although this determination is made by thecontroller of the slot machine 1 in this embodiment, this may beexecuted by the management system 40. In that case, after receiving theplayer ID, the CPU 31 sends it to the management system 40, and receivesa determination result performed by the management system 40 as aresponse.

If it is determined that the player ID is not valid, the CPU 31 willsend a notice to the CPU 21 of the main controller 20. After receivingthe notice, the CPU 21 of the main controller 20 will control thedisplay controller 25 in order to display an error message on themonitor 11. The CPU 31, having determined that the player ID is notvalid, will send a card eject signal to the card reader 34 in order toeject the house card. In contrast, if the player ID is determined to bevalid, the CPU 31 will send a credit data acquisition request relatingto the player ID received from the card reader 34, through themanagement system I/O port 37 to the management system 40. Themanagement system 40, in response to the acquisition request, will readthe credit data from the database in association with the player ID, andsend it to the management system I/O port 37 of the sub-controller 30 inthe slot machine 1. The credit data that is received by the managementsystem I/O port 37 will be sent to the CPU 31 of the sub-controller 30,and the CPU 31 will send the credit data to the CPU 21 of the maincontroller 20. Then, the CPU 21 will store the received credit datatemporarily in the RAM 23, which serves as a credit memory unit, toallow the credits to be used in a game in the slot machine 1. As aresult, convenience for players is improved because a player can engagein a game in the slot machine 1 without carrying cash.

In the present embodiment, the CPU 21 of the main controller 20 servesas a determination unit, and will determine that the player has changed(S1) when a credit input operation is executed and new credit data is tobe stored into the RAM 23, when the RAM 23 does not have any credit datastored therein.

In this case, whether or not the same player is playing a game will bedetermined based upon whether if there is a change in the player. Inother words, the time period during which the same player is executingthe game (one play period) is defined, for example, as the time fromwhen it is determined that the player has changed to when it isdetermined that that player has changed. It should be noted that whetheror not the same player is playing a game can be determined by variousmeans (described below).

The state in which the RAM 23 does not have any credit data storedtherein includes one in which the player has consumed all the creditsand the credit data in the RAM 23 indicates “0”, and a state in whichthe credit data stored in the RAM 23 is deleted by a change in theplayer and the credit data in the RAM 23 indicates “0”. A change in theplayer can be determined based on, for example, whether the house cardhas been removed, or based on the detection results by a detectionsensor.

When CPU 21 has determined that the player has changed, the CPU 21 willreset the number of times that a bonus prize has been won (stored in theRAM 23) to zero, which is the value at the initial state (S2).

A player will select one or more desired bet lines, i.e. the top,middle, or bottom bet lines in this case, and further select the amountof credits to be placed in a bet for the bet line(s) selected, byoperating the BET buttons 7 a, 7 b, and 7 c and the bet line selectingbuttons 8 a, 8 b, and 8 c (S3). In the slot machine 1, one to three betlines can be selected by operating the bet line selecting buttons 8 a, 8b and 8 c, and the amount of credits (1-3 credits) to be placed in a betfor the selected bet lines can be selected by operating the BET buttons7 a, 7 b and 7 c. The operations executed are sent as BET operationsignals to the CPU 21 of the main controller 20. After that, the CPU 21will be in a state in which the CPU 21 can receive operation signalsfrom the spin button 6 a, so that the operation of the spin button 6 aby a player will be effective.

When the player operates the spin button 6 a (S4), the CPU 21 of themain controller 20 serves as a credit process unit, and executes a BETprocess in which the credits in the RAM 23 are reduced by an amount ofcredit that corresponds to the operation performed by the player andsent as the BET operation signal, i.e., an amount derived frommultiplying the number of bet lines selected by the amount of creditsplaced in a bet (S5). For example, if three bet lines are selected andtwo credits are selected as the amount of credits placed in a bet, thenthe amount bet in one game is six credits. After that, the CPU 21 servesas a start signal generator, and will generate and send start signals tothe display controller 25. The display controller 25 will receive thestart signals, and control a display operation in which the symbols aresuccessively changed and displayed on each of the symbol display areas11 a in the monitor 11 (S6).

The CPU 21 will also send the generated start signal to the randomnumber generator 24. The random number generator 24, after receiving thestart signal, will generate five random numbers (S7) and send them tothe CPU 21. The random numbers are generated for each of the symboldisplay areas 11 a displayed on the monitor 11. The CPU 21 and therandom number generator 24 function as a determination unit, and the CPU21 will compare the random numbers with stop position tables that arestored in the ROM 22 after receiving the five random numbers sent fromthe random number generator 24. A stop position table is prepared foreach of the symbol display areas 11 a. Each of the random numbers andeach of the stop position tables determine the stop positions of each ofthe changing displays in the symbol display area 11 a. In other words,the five random numbers sent from the random number generator 24determine the symbols that will be finally displayed in the symboldisplay areas 11 a.

In contrast, the CPU 21 and the random number generator 24 serve as aprize winning determination unit, and the CPU 21 will execute a lotteryprocess which will determine whether or not a combination of the randomnumbers will win a predetermined prize by comparing them with a prizedetermination table stored in the ROM 22 after receiving the five randomnumbers sent from the random number generator 24 (S8). The prizes arebroadly categorized into a prize (dividend paying prize) which pays anamount of credit corresponding to the prize to a player, and a prize(bonus prize) which allows a player to play a special game, a free game,or the like. The CPU 21 will determine whether or not a prize has beenwon in a game, and the type of prize won, by using the combination ofthe random numbers and the prize determination tables. The ROM 22 storesat least two kinds of prize determination tables, such as a prizedetermination table used for an ordinary game and a prize determinationtable used for a special game. In the former prize determination table,individual prize determination tables are prepared for each of the betlines that are selectable with the bet line selecting buttons 8 a, 8 band 8 c.

FIG. 5 shows one example of the symbols that are displayed on a monitorin an ordinary game when the display is stopped.

In the present embodiment, a wild card symbol, or the symbol B, is asymbol that can be used to represent any of the symbols when determiningwhether or not a prize has been won. In particular, in the presentembodiment, when a combination of the five random numbers generated bythe random number generator 24 results in the same symbols (includingthe wild card symbol) being stopped and displayed across at least threeadjacent symbol display areas 11 a of the five symbol display areas 11 ain the monitor 11, the winning determination table used for an ordinarygame will assign a dividend paying prize in accordance with the type ofidentical symbols displayed. When at least three bonus symbols(including the wild card symbol) are stopped and displayed at anyposition in the symbol display areas 11 a as a result of the combinationof the five random numbers, the table will assign a bonus prize. Inother word, if the total number of bonus symbols and wild card symbolsstopped and displayed on the monitor 11 is three or more, a bonus prizewill be won.

After the lottery process, the CPU 21 will control the displaycontroller 25 in order to stop the changing displays in the symboldisplay areas 11 a at the determined stop positions (S9). Accordingly,the changing displays will be stopped at the determined stop positionsin the symbol display areas 11 a of the monitor 11, and predeterminedsymbols corresponding to the five random numbers will be stopped anddisplayed in the symbol display areas 11 a.

If it is determined that the dividend paying prize has been won in thelottery process (S10, S11), the CPU 21 of the main controller 20 willoutput, after the changing displays in the symbol display areas 11 a arestopped and symbols are displayed thereon, predetermined effect signalsto the illumination controller 26 and the sound controller 27. As aresult, the illumination controller 26 will control an illuminationoperation, such that the lighting lamps 10 a and 10 b and lamp buttonscomprised of light emitting means, including the buttons 6 a, 6 b, 6 c,6 d, 7 a, 7 b, 7 c, 8 a, 8 b, and 8 c, will flash in a flashing patternaccording to the effect signals. In addition, the sound controller 27will execute a control operation in order to temporarily stop playingthe music output as sound effects from the speaker 15, and output asound effect in response to the effect signals from the speaker 15.Then, as a delivery process unit, the CPU 21 will execute a deliveryprocess in which the amount of credit in accordance with the prize thatwas won will be added to the credit data stored in the RAM 23 (S12).

In addition, if it is determined that the bonus prize has been won inthe lottery process (S10, S11), the CPU 21 of the main controller 20will output, after the changing displays in the symbol display areas 11a are stopped and symbols are displayed thereon, predetermined effectsignals to the illumination controller 26 and the sound controller 27.Accordingly, the illumination controller 26 will execute an illuminationcontrol in which various lamp buttons are lighted to illuminate in aflashing pattern corresponding to the effect signals. In addition, thesound controller 27 will temporarily stop the speaker 15 from outputtingthe music, and control the speaker 15 so as to output different musicthat corresponds to the effect signals. Then, as a game auxiliaryprocess unit, the CPU 21 will execute a rule explanation process (a gameauxiliary process) in order to explain the rules of a bonus game to beplayed.

More specifically, the CPU 21 will first add one additional count to thenumber of the bonus prizes won in the RAM 23 (S13). After that, the CPU21 will determine whether or not the number of the bonus prizes wonstored in the RAM 23 is three or more (S14). If it is determined thatthe number of bonus prizes won has not reached three, i.e., two or less,an ordinary rule explanation process will be performed (S15). However,if it is determined that the number of bonus prizes won has reachedthree or more, a simplified rule explanation process will be executed(S16). In addition, the game control style of the CPU 21 will shift froman ordinary game control style to a bonus game control style in order tocontrol the bonus game, will then proceed to the bonus game (S17).

Here, the ordinary rule explanation process, and the simplified ruleexplanation process, which is a revised version of the ordinary ruleexplanation process, will be described.

FIG. 6 shows one example of a rule explanation screen displayed on themonitor 11 by means of the ordinary rule explanation process. FIG. 7shows one example of a rule explanation screen displayed on the monitor11 by means of the simplified rule explanation process.

In the present embodiment, the CPU 21 of the main controller 20 willcontrol the display controller 25 in order to display a rule explanationscreen in the five symbol display area 11 a on the monitor 11. The ruleexplanation screen will be displayed when a predetermined processexecution condition is satisfied, e.g., when it has been determined thata bonus prize has been won in the lottery process. An image will bedisplayed in the rule explanation screen in order to explain the rulesof a bonus game (here, the bonus prize). Here, if it is determined thatthe number of times that the bonus prize has been won is less than three(S14), the CPU 21 will execute the ordinary rule explanation process inorder to display the ordinary rule explanation screen on the monitor 11,as shown in FIG. 6. In the ordinary rule explanation screen, the textimage that explains the rules of the bonus game will be displayed on theupper portion of the screen, and an illustration will be displayed onthe lower portion of the screen. In contrast, if it is determined thatthe number of times that the bonus prize has been won is three or more(S14), the CPU 21 will execute the simplified rule explanation processin order to display the simplified rule explanation screen on themonitor 11, as shown in FIG. 7. In the simplified rule explanationscreen, the text image shown on the upper portion in FIG. 6 is omitted,and only the illustration will be shown.

In the bonus game of the bonus prize in the present embodiment, both thebonus symbol (symbol A) and the wild card symbol (symbol B) in anordinary game will replaced with the wild card symbol (special symbolC). This rule is explained by the rule explanation screen in FIG. 6 andFIG. 7. The special symbol C is one which can represent any kind ofsymbol when determining whether or not a prize is won, like the wildcard symbol in an ordinary game. Note that in the present embodiment,when a combination of the five random numbers generated by the randomnumber generator 24 results in the same symbols being stopped anddisplayed (including the special symbol C) at least in three adjacentsymbol display areas 11 a of the five symbol display areas 11 a, thewinning determination table used in the bonus game will award a dividendpaying prize in accordance with the type of identical symbols beingdisplayed. As a result, in the bonus game, the probability of winning adividend paying prize will be higher than that in an ordinary gamebecause the bonus symbol is replaced with the special symbol C that canbe treated as any kind of symbol. Furthermore, because a bonus game willstart without having to perform a BET process in which the credit storedin the RAM 23 is decreased, the player will not consume any credit. As aresult, the player can dramatically increase the number of creditsstored in the RAM 23 by playing the bonus game.

FIGS. 8A and 8B show one example of an effect screen (moving images)displayed on a monitor before a bonus game.

The CPU 21 of the main controller 20 will display the rule explanationscreens shown in FIG. 6 and FIG. 7 for a fixed period of time, and thenwill control the display control unit 25 in order to display the effectscreens on the monitor 11 as shown in FIG. 8A and FIG. 8B after showingthe rule explanation screen. The effect screen shows, for example,moving images in which dancers dance the samba during Carnival inBrazil. After displaying the effect screen for a fixed period of time,the CPU 21 will control the display controller 25 in order to displaythe symbols for a bonus game on the symbol display areas 11 a, and startthe bonus game (S17).

FIG. 9 shows one example of the symbols that are displayed on themonitor 11 in an ordinary game when the display is stopped.

In the present embodiment, when the bonus game is played seven timesafter winning the bonus prize, the bonus prize will be finished, and thegame will return to the ordinary game. In this bonus game, if acombination of the five random numbers results in the display of threespecial symbols C or more at any place in the symbol display areas 11 a,the combination is awarded a dividend doubling prize. If a dividenddoubling prize is won in any of the seven bonus games, the remainingnumber of bonus games will be reset to seven, and if a dividend payingprize is won again in a following bonus game, the amount of credits tobe paid will be doubled.

In addition, if another dividend doubling prize is won again in a bonusgame after one dividend doubling prize is won, the remaining number ofbonus games will be reset to seven, and in addition, in the followingbonus games, the amount of credits to be paid when a dividend payingprize is won again will be tripled.

Note that if yet another dividend doubling prize is won in a bonus game,the remaining number of bonus games will be reset to seven, and inaddition, in the following bonus games, the amount of credits to be paidwhen a dividend paying prize is won again will continue to be tripled.

FIGS. 10A and 10B show one example of a rule explanation effect screen(moving images) displayed on the monitor 11 when a dividend doublingprize is won. If a dividend doubling prize is won for the first time ina bonus game, the CPU 21 of the main controller 20 will control thedisplay controller 25 in order to display a rule explanation effectscreen as shown in FIG. 10A in the five symbol display areas 11 a on themonitor 11. The rule explanation effect screen in FIG. 10A shows ruleexplanation text superimposed on moving images such as dancers dancingthe samba during Carnival in Brazil, and show that the dividend will betripled. After showing the rule explanation effect screen for a fixedperiod of time, the CPU 21 will control the display controller 25 inorder to display the symbols for a bonus game again on the symboldisplay areas 11 a, and then start the bonus game.

If a dividend doubling prize is won for the second time or thereafter ina bonus game, the CPU 21 of the main controller 20 will control thedisplay controller 25 in order to display a rule explanation effectscreen as shown in FIG. 10B in the five symbol display areas 11 a on themonitor 11. The rule explanation effect screen in FIG. 10B shows ruleexplanation text superimposed on moving images such as dancers dancingthe samba during Carnival in Brazil, and show that the dividend will betripled.

As described above, according to the present embodiment, it will beassumed that the time period from the point at which credit data isfirst stored in RAM 23 having no credit data stored therein, to thepoint at which the credit data is completely consumed and new creditdata is stored therein again, is the time period in which the sameplayer has played the game (one play period). If the game control styleis shifted two or fewer times by the CPU 21 from the ordinary gamecontrol style to the bonus game control style during this one playperiod, the bonus prize explanation screen shown in FIG. 6 will be used.If the game control style is shifted three or more times, the ordinaryrule explanation screen shown in FIG. 7 is used. Note that this numberwill correspond to the number of times in which the predeterminedprocess execution condition has been satisfied. If a player plays a gamein the slot machine repeatedly and wins bonus prizes several times, heor she will see the rule explanation screens in the bonus game each timethe prize is won. Since the player who won the bonus prize several timeshas already grasped the rules of the bonus game, the repeated display ofthe rule explanation screen will become annoying to the player. In thepresent embodiment, during one play period, i.e., during the time periodin which it is assumed that the same player is playing the game, asimplified rule explanation screen will be displayed in which the textimage in the ordinary rule explanation screen is omitted if a bonusprize has been won three or more times. Accordingly, the ruleexplanation screen a player will see when he or she wins the bonus prizethree or more times will not include this text image. As a result, therule explanation image shown on the monitor 11 will include anillustration only, and the display area of the rule explanation imagewill thus become smaller. Consequently, the rule explanation screen tobe displayed when the bonus prize is won three or more times will becomevisually clear and simple for the player, and will find it to be lessannoying.

Although the display of the explanation screen that is performed eachtime a bonus prize is won will change in response to the number of timesthe prize has been won in the above embodiment, the explanation screenmay also change in response to the number of times the bonus gameoffered in the bonus prize is played. For example, although the bonusgame can be played seven times in the bonus prize, the explanationscreen displayed each time in order to explain the bonus game can changeaccording to the number of times the bonus game has been played. As aresult, the annoyance that a player may feel when viewing theexplanation of the bonus game repeatedly can be reduced.

Although the simplified rule explanation process in the presentembodiment is an example of a process for changing (simplifying) theinformation to be supplied to a player by omitting text in the ruleexplanation screen, another processes are also possible.

For example, the simplified rule explanation process may be replaced byshortening the display time of the rule explanation screen. In thiscase, the period of time in which the player will see the ruleexplanation screen will become shorter if a bonus prize has been wonthree or more times, and thus it will be possible to effectively preventa player from becoming annoyed by the repeated display of the sameinformation.

The simplified rule explanation process in the present embodiment is aprocess in which the content of the rule explanation screen issimplified, and is displayed after a bonus prize is won and before thebonus game of the bonus prize is started. However, any process may beused so long as the effects or information provided to a player thatwill annoy him or her when repeatedly provided are simplified.

A process may also be employed that omits the illumination control ofthe various lamp buttons by the illumination controller 26, or theeffect sounds provided by the sound controller 27, when a bonus prize iswon.

A process may also be employed that decreases the volume of the soundeffects by the sound controller 27 when a bonus prize is won.

A process may also be employed that changes the moving images shown inFIGS. 8A and 8B to a stationary image.

A process may also be employed that shortens the display time of themoving images shown in FIGS. 8A and 8B.

A process may also be employed that displays the simplified ruleexplanation effect screen shown in FIG. 11 in place of the ruleexplanation screen shown in FIG. 10A, which is shown when a dividenddoubling prize was won in a bonus game awarded to a player because he orshe won a bonus prize three or more times. Note that this simplifiedrule explanation screen does not display the moving images shown in thebackground of the rule explanation text image, and thus only the ruleexplanation text image will be displayed.

Although the simplified rule explanation screen has only one level inthe present embodiment, it may have two or more levels. For example, ifthe simplified rule explanation screen has three levels, the ordinaryrule explanation screen will be used if the number of times the bonusprize has been won does not exceed two; the simplified rule explanationscreen will be used if the bonus prize has been won three or four times;the display time for the simplified rule explanation screen will beshortened if the bonus prize has been won five or six times; and therule explanation screen will not displayed if the bonus prize has beenwon seven or more times.

Although it is assumed in the present embodiment that the same playerhas played a game from the point at which credit data is first storedinto RAM 23 to the point at which the credit data is completely consumedand other credit data is again stored therein (one play period), thetime period during which the same player has played a game can beassumed by other methods.

For example, the time period from the point at which credit data isfirst stored in RAM 23, to the point at which the credit data iscompletely consumed and other credit data is again stored therein aftera predetermined period of time has elapsed, can be assumed to be oneplay period during which the same player has played a game. In thisexample, a determination that the player has changed will not be made ifthe credits stored in the RAM 23 are completely consumed, and a creditinput operation is performed immediately thereafter in order to storenew credit data in the RAM 23. This is because when the player has infact changed, a predetermined time period will normally elapse from thepoint at which the credits stored in the RAM 23 are completely consumedand the point at which the next player performs a credit input operationin order to store new credit data into the RAM 23. As a result, in thisexample, the accuracy of the assumption that the same player has playeda game during a time period can be improved.

Or, for example, it may also be assumed that the time period from thepoint at which the credit in credit data stored in the RAM 23 iscompletely consumed and new credit data is stored in the RAM 23, to thepoint at which the newly stored credit data is completely consumed, isone play period during which the same player has played a game. Notethat there will be times in which the same player will perform a creditinput operation in order to continue to play a game by storing newcredit data into the RAM 23 after the credits in the RAM 23 werecompletely consumed. Thus, for example, a time period in which the sameplayer is playing a game (one play period) can be assumed to be the timeperiod in which the credit data in the RAM 23 has been completelyconsumed and a predetermined time period has elapsed. In this example, adetermination that the player has changed will not be made if thecredits stored in the RAM 23 are completely consumed, and a credit inputoperation is performed immediately thereafter in order to store newcredit data in the RAM 23. This is because when the player has in factchanged, a predetermined time period will normally elapse from the pointat which the credits stored in the RAM 23 are completely consumed andthe point at which the next player performs a credit input operation inorder to store new credit data into the RAM 23. As a result, in thisexample, the accuracy of the assumption that the same player has playeda game during a time period can be improved. In the alternative, ascreen for inquiring whether or not a player will continue to play agame may be displayed when the credit data has been completely consumed,and the player may be asked to indicate whether or not he or she willcontinue to play. Here to, the accuracy of the assumption that the sameplayer has played a game during a time period can be improved.

In addition, a detection sensor may be arranged in a position in frontof the slot machine, for example, where a player playing a game thereonwill be positioned, in order to detect the existence of the player, andthus it may be assumed that the time period during which the detectionsensor detects the existence of the player is the time period duringwhich the same player has played the game (one play period). In thiscase, the point at which the existence of a player is no longer detectedshould not be assumed to be the end of one play period. Rather, it ispreferable that the end of one play period be the point at which apredetermined period of time has elapsed since a player was detected atthat location. This is because it is thought that mis-detection or thelike by the detection sensor may occur.

Furthermore, it may be determined that the player has changed when ahouse card storing a player ID is inserted into the card insertion slot13 (information receiving unit), and the CPU 21 of the main controller20 receives a player ID that is different from the previously receivedplayer ID. More specifically, when the card reader 34 of thesub-controller 30 reads a player ID from the house card inserted intothe card insertion slot 13, it will send the player ID to the CPU 31 ofthe sub-controller 30. When the CPU 31 receives the player ID from thecard reader 34, it will determine whether or not the player ID is valid,and then send the player ID to the CPU 21 of the main controller 20. TheCPU 21 will function as a determination unit after receiving the playerID, and determine that the player has changed. In this case, it isassumed that the time period from the point at which a player ID isreceived to the point at which a different player ID is received is oneplay period during which the same player has played the game.

In addition, in the present embodiment, the simplified rule explanationprocess is performed after the point at which the number of times thebonus prize has been won (the number of times in which the predeterminedprocess performing condition has been satisfied) during one play periodreached a predetermined number (three times). However, this process maybe performed at a different point of time.

For example, the simplified rule explanation process may be performedafter a predetermined period of time has elapsed since a play period hasbegun, i.e., after new credit data has been stored into the RAM 23.

Or, for example, the simplified rule explanation process may beperformed after the point at which the number of ordinary games playedduring one play period has reached a predetermined number.

There is a possibility that a player will want to see the ruleexplanation for a bonus game on the ordinary rule explanation screen,even after winning three or more bonus prizes. Accordingly, in thepresent embodiment, if a player operates the simplification prohibitionbutton 6 c (prohibition operation) before winning the bonus prize threeor more times, the simplified rule explanation screen will not bedisplayed, and instead the ordinary rule explanation screen will bedisplayed, even when he or she has won a bonus prize three or moretimes. Specifically, when the CPU 21 of the main controller 20 receivesan operation signal from the simplification prohibition button 6 c, itwill function as an performance prohibition unit, and perform theordinary rule explanation process rather than the simplified ruleexplanation process when it is determined that a bonus prize has beenwon, even if it is determined that a bonus prize has been won three ormore times. As a result, it will be possible to satisfy a player'sdesire to show the rule explanation for the bonus game by displaying theordinary rule explanation screen, even if a bonus prize has been wonthree or more times.

In addition, there may be times in which a player will want to see theordinary rule explanation screen again, even though a bonus prize hasbeen won three or more times and the simplified rule explanation screenis used. Furthermore, in the present embodiment, there may be times inwhich it is incorrect to assume that one play period (the time periodfrom the point at which credit data is first stored in the RAM 23 to thepoint at which the credit data is completely consumed and then newcredit data is again stored) is the time period during which the sameplayer has played the game. In other words, there may be times in whichthe player has in fact changed during the one play period. In this case,it is thought that a new player that has arrived after a previous playerhas won a bonus prize three or more times might want to see the ruleexplanation for the bonus game that is shown on the ordinary ruleexplanation screen.

Accordingly, in the present embodiment, if a player operates thesimplification return button 6 d (change return operation) after a bonusprize has been won three or more times, the ordinary rule explanationscreen will be displayed instead of the simplified rule explanationscreen. More specifically, when the CPU 21 of the main controller 20receives an operation signal from the simplification return button 6 d,it will reset the number of times the bonus prize has been won to zero.As a result, it will be possible to satisfy a player's desire to showthe rule explanation for the bonus game by displaying the ordinary ruleexplanation screen after a bonus prize has been won three or more times.

Modification 1

Next, a modification (hereinafter referred to as Modification 1) of theslot machine of this embodiment will be described.

FIG. 12 is a flowchart that shows the execution of a game according toModification 1. Note that S3 to S9 in this flowchart are the same asshown in FIG. 1, and thus are omitted here.

In Modification 1, if the number of ordinary games during one playperiod reaches fifty, for example, the effects to be performed when thedividend paying prize is won in the ordinary game will be different fromthe previously provided effects. Specifically, if the CPU 21 of the maincontroller 20 receives a credit input operation signal and stores newcredit data into RAM 23 which stores no credit data, the CPU 21 willdetermine that the player has changed as in the aforementionedembodiment (S1). Then, the CPU 21 will reset the number of ordinarygames stored in RAM 23 to zero as an initial value (S21).

If it is determined that the dividend paying prize has been won in thelottery process (S10, S11), the CPU 21 of the main controller 20 willoutput the predetermined effect signals to the illumination controller26 and the sound controller 27 after the changing display in the symboldisplay areas 11 a are stopped. Accordingly, the illumination controller26 and the sound controller 27 will perform effect processes (a gameauxiliary process) as in the aforementioned embodiment. At this stage,in Modification 1, if it is determined that the dividend paying prizehas been won in the lottery process (S10, S11), the CPU 21 willdetermine whether or not the number of ordinary games played stored inthe RAM 23 is fifty or more (S22). If it is determined that the numberof ordinary games played is not fifty or more, i.e., forty nine or less,the ordinary effect process will be performed as in the aforementionedembodiment (S23). If it is determined that the number of ordinary gamesplayed is fifty or more, the simplified effect process will be performed(S24). After that, the CPU 21 will adding an amount corresponding to theprize won to the amount of credit stored in RAM 23 (S12), and then addone to the number of ordinary games played in RAM 23 (S25).

The simplified effect process of Modification 1 is one that is alteredfrom the ordinary effect process. Specifically, in the ordinary effectprocess, the CPU 21 of the main controller 20 will output the effectsignals for the ordinary effect process to the illumination controller26 and the sound controller 27. Consequently, the illuminationcontroller 26 will control an illumination operation which will flashvarious lamps 10 a and 10 b and lamp buttons that includes lightemitting means, such as buttons 6 a, 6 b, 6 c, 6 d, 7 a, 7 b, 7 c, 8 a,8 b, and 8 c, in a flashing pattern corresponding to the effect signals.The sound controller 27 will temporarily stop the music which is outputas effect sound from the speaker 15, and will control the speaker 15 soas to output the effect sound corresponding to the effect signals at avolume level indicated by the effect signals.

In the simplified effect process, the CPU 21 will output the effectsignals for the simplified effect process to the sound controller 27,but will not output any effect signals to the illumination controller26. Consequently, even if a dividend paying prize is won, the effect offlashing the lamp buttons in a predetermined flashing pattern will notbe performed. The sound controller 27 will temporarily stop the musicoutput from the speaker 15 as effect sound, and will control the speaker15 so as to output the effect sound corresponding to the effect signalsat a volume indicated by the effect signals. The volume level will belower than that in the ordinary effect process.

As described above, in Modification 1, if the number of ordinary gamesplayed reaches fifty or more during one play period, the flashing effectof the lamp buttons will not be performed even if a dividend payingprize is won thereafter. As a result, the annoyance that a player mayfeel about the flashing effects of the lamp buttons can be reduced.

Furthermore, in Modification 1, if the number of ordinary games playedreaches fifty or more during one play period, the volume of the effectsound will be reduced when a dividend paying prize is won thereafter. Asa result, the annoyance that a player may feel about the sound effectscan be reduced.

Although the simplified effect process in Modification 1 omits theflashing effect of the lamp buttons and reduces the volume of the effectsound, other processes can be used. For example, either the flashingeffects of the lamp buttons or the reduction in the volume of the effectsound can be eliminated. Alternatively, a processes can be employed todecrease the length of the flashing effects of the lamp buttons or theoutput time of the effect sound. In this case, since the point at whichthe next game can start can be hastened, it is possible to effectivelyreduce the annoyance a player may feel about the delay in the start ofthe game due to the flashing effects of the lamp buttons or the outputof the effect sound.

In Modification 1, as in the aforementioned embodiment, it is assumedthat the time period from the point at which credit data is stored inRAM 23 that stores no credit data to the point at which the credit datais completely consumed and new credit data is stored again (one playtime) is a time period in which the same player is playing the game.However, a time period during which the same player is playing the gamecan be assumed by other methods described in the aforementionedembodiment.

Although the simplified effect process is performed after the point atwhich the number of ordinary games played reaches a predetermined number(such as fifty) during one play period in Modification 1, it may beperformed at different at a different point in time.

For example, the simplified effect process can be performed after thepoint at which a predetermined time has elapsed since the start of oneplay period, i.e., the point at which new credit data is stored into RAM23.

For example, the simplified rule explanation process can be performedafter the point at which the number of times a dividend paying prize hasbeen won during one play period (the number of times in which thepredetermined process execution condition is satisfied) has reached apredetermined number.

Modification 2

Next, another modification (hereinafter referred to as Modification 2)in the slot machine of the embodiment will be described.

FIG. 13 is a flowchart showing the execution of a game in Modification2. It should be noted that S3 to S9 in this flowchart are the same as S3to S9 in FIG. 1, and therefore they will be omitted in FIG. 13.

In Modification 2, if the number of ordinary games played during oneplay period reaches fifty or more, for example, the period of time inwhich the changing symbols are displayed will be shortened.Specifically, if it is determined that the player has changed (S1), theCPU 21 of the main controller 20 will reset the number of ordinary gamesplayed that is stored in RAM 23 to zero as an initial value, as inModification 1 (S21).

The CPU 21 of the main controller 20 will determine whether or not thenumber of ordinary games played that is stored in RAM 23 is fifty ormore (S31), after it has been determined that no prize has been won inthe lottery process, or that a prize has been won and the processrelating to that prize (the dividend paying process or a bonus game) hasbeen completed. If it is determined that the number of ordinary gamesplayed is fifty or more, the CPU 21 will change the time set to displaythe changing symbols stored in RAM 23 to one that is shorter than theinitial value (S32). In contrast, if it is determined that the number ofordinary games played is forty nine or less, the CPU 21 will not changethe time set to display the changing symbols stored in RAM 23. The CPU21 will then add one to the number of ordinary games played that isstored in RAM 23 (S25).

In Modification 2, the CPU 21 will count the time that has elapsed sincea start signal has been sent to the display controller 25. Then, whenthe measured time equals the time set to display the changing symbols inRAM 23, the CPU 21 will send a stop signal to the display controller 25.Accordingly, the display controller 25 will stop the changing display inthe symbol display areas 11 a in response to the stop signal. Therefore,in Modification 2, the time period from the point at which the symbolchanging display is started to the point at which the symbol changingdisplay is stopped can be changed in response to the time set to displaythe changing symbols stored in RAM 23. In Modification 2, if the numberof ordinary games played during one play period reaches fifty or more,the time set to display the changing symbols in the RAM 23 will beshorter than the previous display time. As a result, the time fordisplaying the changing symbols will be shortened after 50 ordinarygames have been played during one play period. In this case, if thenumber of ordinary games played during one play period reaches fifty ormore, the time from the point at which the player operates the spinbutton 6 a to the time at which the player knows the outcome of the game(whether or not a prize has been won) will become shorter. As a result,it will be possible to effectively reduce the annoyance a player mayfeel while awaiting the results of a game.

Although it is assumed in Modification 2, as in the aforementionedembodiment, that the time period from the point at which credit data isstored into RAM 23 that stores no credit data to the point at which thecredit data is completely consumed and new credit data is stored again(one play period) is a time period in which the same player is playingthe game in Modification 2, the time period during which the same playeris playing the game can be assumed by the other methods described in theaforementioned embodiment.

Although the time in which the changing symbols are set to be displayedwill be changed at the point in time in which the number of ordinarygames played reaches a predetermined number (such as fifty) during oneplay period in Modification 2, it may be changed to be a different pointin time. For example, the display time may be changed at the point atwhich a predetermined time period has elapsed since one play period hasstarted, i.e., when new credit data is stored into RAM 23.

Modification 3

Next, yet another modification (hereinafter referred to as Modification3) of the slot machine of the aforementioned embodiment will bedescribed.

FIG. 14 is a flowchart showing the execution of a game in Modification3. It should be noted that S3 to S9 in the flowchart are the same as S3to S9 in FIG. 1, and thus they are omitted in FIG. 14.

In Modification 3, it will be determined that the player has changed ifa house card storing a player ID is inserted into the card insertionslot 13 (an information receiving unit), and the CPU 21 of the maincontroller 20 has received a player ID that is different from theprevious player ID. In Modification 3, the total number of times a bonusprize has been won by the player related to the player ID up until thatpoint (the total number of times in which the predetermined processexecution condition has been satisfied) is cumulatively stored. Afterthe total number of times a bonus prize has been won reaches ten ormore, the simplified rule explanation process will be performed insteadof the ordinary rule explanation process.

More specifically, in Modification 3, when a player inserts a house cardinto the card insertion slot 13, the card reader 34 of thesub-controller 30 will read the player ID from the house card (S41). Theplayer ID will be sent from the card reader 34 to the CPU 31. The CPU 31will determine whether the player ID is normal or not, and then send itto the CPU 21 of the main controller 20. The CPU 21, after receiving theplayer ID, will server as a determination unit in order to determinewhether or not the player has changed (S42). More specifically, the CPU21 will determine that the player has changed if it receives a player IDthat is different from the previous player ID, and determine that theplayer has not changed if it receives the same player ID as the previousplayer ID.

In Modification 3, the number of times a bonus prize has been won in theordinary games played by each player in the past will be associated withthe player ID of each player, and registered in a database stored in themanagement system 40. The CPU 31 will determine whether or not theplayer ID is normal after it receives the player ID from the card reader34, and then send a request to acquire the data associated with theplayer ID from the management system I/O port 37 to the managementsystem 40 (S43). The management system 40, in response to theacquisition request, will read out the data associated with the playerID from the database, and send the data to the management system I/Oport 37 of the sub-controller 30 in the slot machine 1. The datareceived via the management system I/O port 37 will be transmitted tothe CPU 31 of the sub-controller 30, and the CPU 31 will transmit thedata to the CPU 21 of the main controller 20. The CPU 21 will set thenumber of times a bonus prize has been won (stored in RAM 23) inaccordance with the data (S44).

After that, the game is executed as in the aforementioned embodiment (S3to S9). If a bonus prize is won in the lottery process (S10, S11), theCPU 21 of the main controller 20 will add one to the number of timesthat a bonus prize has been won in the RAM 23 (S13). Then, the CPU 21will determine whether or not the number times a bonus prize has beenwon is ten or more (S45). If it is determined that the number of times abonus prize has been one is not ten or more, i.e., nine or less, theordinary rule explanation process will be performed (S15). If it isdetermined that the number of times that a bonus prize has been won isten or more, the simplified rule explanation process is performed (S16).

When the player stops playing the slot machine, he or she will take outthe house card from the card insertion slot 13. When the player takesout the house card, the CPU 21 of the main controller 20 will transmitthe number of times a bonus prize has been won that is stored in the RAM23 to the CPU 31 of the sub-controller 30. The CPU 31 will transmit thisnumber, together with the player ID, from the management system I/O port37 to the management system 40. The management system 40 will update thedata stored in the database with this data. If the received player IDhas not been registered in the database, the this data will be newlyregistered in the database in association with the player ID.

As described above, in Modification 3, if the player starts to play agame again after he or she has stopped playing once, and the number oftimes a bonus prize has been won previously is ten or more, thesimplified rule explanation screen will be displayed on the monitor 11when a bonus prize is won instead of the ordinary rule explanationscreen. In other words, in Modification 3, if a bonus prize has been wonnine or more times, the simplified rule explanation screen will bedisplayed on the monitor 11 instead of the ordinary rule explanationscreen, even if a bonus prize is won for the first time during thecurrent play period. As a result, the rule explanation screen the playersaw several times in the past will be changed to the simplified ruleexplanation screen, thereby allowing the annoyance the player may feelto be reduced.

Although the simplified rule explanation process will be performed atthe point at which the total number times a bonus prize has been wonpreviously (the total number of times in which the predetermined processexecution condition has been satisfied) reaches a predetermined number(such as ten) in Modification 3, the process can be performed at adifferent point in time.

For example, the simplified rule explanation process can be performedafter the point at which the total play time by the player including thepast one play times exceeds a predetermined time. In this case, thetotal play time data is registered into the database in association withthe player ID in place of the accumulation data.

For example, the simplified rule explanation process can be performed atthe point at which the number of ordinary games played reaches apredetermined number. In this case, the number of ordinary games playedwill be registered into the database in association with the player ID.

The above-described embodiments and modifications can be combined witheach other as appropriate.

Computer readable code that will cause a computer to execute theabove-described methods, and computer-readable recording media thatstore the computer readable code, are within the scope of the presentinvention. The computer-readable recording media include flexible discs,hard disc drives, CD-ROM, MO, DVD, DVD-ROM, DVD-RAM, BD (Blu-Ray Discs),and semiconductor memory, for example. The computer readable code is notlimited to that which is stored on recording media, and that which istransmitted through telecommunication lines, radio or cablecommunication lines, or networks including the Internet.

The present invention can be appropriately applied to amusement machinessuch as slot machines, pachinko machines, pachislot machines, and palotmachines.

General Interpretation of Terms

In understanding the scope of the present invention, the term“configured” as used herein to describe a component, section or part ofa device includes hardware and/or software that is constructed and/orprogrammed to carry out the desired function. In understanding the scopeof the present invention, the term “comprising” and its derivatives, asused herein, are intended to be open ended terms that specify thepresence of the stated features, elements, components, groups, integers,and/or steps, but do not exclude the presence of other unstatedfeatures, elements, components, groups, integers and/or steps. Theforegoing also applies to words having similar meanings such as theterms, “including”, “having” and their derivatives. Also, the terms“part,” “section,” “portion,” “member” or “element” when used in thesingular can have the dual meaning of a single part or a plurality ofparts. Finally, terms of degree such as “substantially”, “about” and“approximately” as used herein mean a reasonable amount of deviation ofthe modified term such that the end result is not significantly changed.For example, these terms can be construed as including a deviation of atleast ±5% of the modified term if this deviation would not negate themeaning of the word it modifies.

While only selected embodiments have been chosen to illustrate thepresent invention, it will be apparent to those skilled in the art fromthis disclosure that various changes and modifications can be madeherein without departing from the scope of the invention as defined inthe appended claims. Furthermore, the foregoing descriptions of theembodiments according to the present invention are provided forillustration only, and not for the purpose of limiting the invention asdefined by the appended claims and their equivalents.

1. A game device, comprising: a game controller configured to controlthe execution of a game; a determination unit configured to determinewhether or not the same player has continuously played the game executedby the game controller; and a game auxiliary process unit configured toexecute a first game auxiliary process that provides effects orinformation to the player when a predetermined process executioncondition is satisfied prior to a predetermined time, and configured toexecute a second game auxiliary process that is different from the firstgame auxiliary process when the predetermined process executioncondition is satisfied after the predetermined time.
 2. A game deviceaccording to claim 1, wherein the period of time in which the effects orinformation is provided in the second game auxiliary process is shorterthan the period of time in which the effects or information is providedin the first game auxiliary process.
 3. A game device according to claim1, further comprising a display unit configured to display imagesrelated to the effects or information provided in the first or secondgame auxiliary process in response to the execution of the first orsecond game auxiliary process by the game auxiliary process unit; andwherein the display area on the display unit for the images related tothe second game auxiliary process is smaller than the display area onthe display unit for the images related to the first game auxiliaryprocess.
 4. A game device according to claim 1, further comprising asound output unit configured to output sound related to the effects inthe first or second game auxiliary process in response to the executionof the first or second auxiliary process by the game auxiliary processunit; and the volume of the sound output by the sound output unit forthe effects related to the second game auxiliary process is lower thanthe volume of the sound output by the sound output unit for the effectsrelated to the first game auxiliary process.
 5. A game device accordingto claim 1, wherein the predetermined time is the time at which apredetermined period of time has elapsed since the same player beganexecuting the game.
 6. A game device according to claim 1, wherein thegame comprises one or a plurality of unit games; and the predeterminedtime is the time at which the number of unit games reaches apredetermined number during the execution of the game by the sameplayer.
 7. A game device according to claim 1, wherein the predeterminedtime is the time at which the number of times in which the same processexecution condition has been satisfied reaches a predetermined numberduring the execution of the game by the same player.
 8. A game deviceaccording to claim 1, further comprising: an information receiving unitconfigured to receive player identification information; and a memoryunit configured to associate player identification information receivedby the information receiving unit with the total play time of the playerrelated to the player identification information, and cumulatively storethe same; wherein the predetermined time is the point at which the totalplay time stored in the memory unit exceeds a predetermined time.
 9. Agame device according to claim 1, wherein the game comprises one or aplurality of unit games; and the game device further comprises aninformation receiving unit configured to receive player identificationinformation; and a memory unit configured to associate playeridentification information received by the information receiving unitwith the total number of unit games played by the player related to theplayer identification information, and cumulatively store the same;wherein the predetermined time is the time at which the total number ofunit games played reaches a predetermined number.
 10. A game deviceaccording to claim 1, further comprising an information receiving unitconfigured to receive player identification information; and a memoryunit configured to associate player identification information receivedby the information receiving unit with the total number of times thatthe same game execution condition has been satisfied in a game played bythe player related to the player identification information, andcumulatively store the same; wherein the predetermined time is the timeat which the total number of times that the same game executioncondition has been satisfied reaches a predetermined number.
 11. A gamedevice according to claim 1, wherein the determination unit isconfigured to determine the start of game execution by the same playerbased upon a change in the player.
 12. A game device according to claim1, further comprising: an operation unit; and a credit memory unitconfigured to store an amount of credit in response to a credit inputoperation via the operation unit; wherein the game controller will beginthe execution of a game when the amount of credit stored in the creditmemory unit is reduced; and the determination unit will determine thatthe player has changed based upon the receipt of a credit inputoperation when there is no credit stored in the credit storage unit, orbased upon the consumption of all credits stored in the credit memoryunit.
 13. A game device according to claim 1, further comprising aninformation receiving unit configured to receive player identificationinformation; and wherein the determination unit will determine that theplayer has changed based upon the receipt of player identificationinformation that is different from the previous player identificationinformation received by the information receiving unit.
 14. A gamedevice according to claim 1, further comprising: an operation unit; andan execution prohibition unit configured to prohibit the execution ofthe second game auxiliary process by the game auxiliary process unit inresponse to the input of a prohibition operation via the operation unit.15. A game device according to claim 1, further comprising an operationunit; and wherein in the event that the game auxiliary process unitreceives a change return operation via the operation unit afterexecuting the second game auxiliary process, the game auxiliary processunit will execute the first game auxiliary process when the processexecution condition has been satisfied.
 16. A gaming method, comprisingthe steps of: controlling the execution of a game; determining whetheror not the same player has continuously played the game being executed;performing a first game auxiliary process that will provide effects orinformation to a player if a predetermined process execution conditionis satisfied before a predetermined time; and performing a second gameauxiliary process that is different from the first game auxiliaryprocess when the process execution condition is satisfied after thepredetermined time.
 17. A game program comprising computer-readable codestored on storage medium that will cause a computer to function as: agame controller configured to control the execution of a game; adetermination unit configured to determine whether or not the sameplayer has continuously played the game executed by the game controller;and a game auxiliary process unit configured to perform a first gameauxiliary process that will provide effects or information to the playerwhen a predetermined process execution condition is satisfied before apredetermined time, and configured to perform a second game auxiliaryprocess that is different from the first game auxiliary process when thepredetermined process execution condition is satisfied after thepredetermined time.
 18. A computer readable recording medium comprisinga game program recorded thereon that will cause a computer to executethe steps of: controlling the execution of a game; determining whetheror not the same player has continuously played the game being executed;performing a first game auxiliary process that will provide effects orinformation to a player if a predetermined process execution conditionis satisfied before a predetermined time, and performing a second gameauxiliary process that is different from the first game auxiliaryprocess when the process execution condition is satisfied after thepredetermined time.